bepuphysics in Godot #294
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Such a funny coincidence that we made the same experiment just a few weeks aparts :D Yes sadly it's slower, someone told me building the game should cancel most of the performance penalty for C# in Godot but as shown in the video it's still not as efficient. My original idea was to make the transform in C# and transfer the variable in GDscript to apply the transform on the GDscript side as the C# API is slower when it calls godot methods. It has indeed a slight impact but not worth it. Maybe I should find a way to not use Godot at all on the C# side and just get variables through GDscript cos maybe what slowdown the simulation is the conversion of System.Numerics.Vector3 to Godot.Vector3 and such things. As you said there's also a cost jumping through interop layers. It made me wanna try the same experiment on Stride Engine as it's mainly written in C# and see the results ! |
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Interesting, I don't think it will solve the problem, but who knows |
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I discovered this physics engine yesterday and desired to use it with Godot on my own games, today i found this discussion, now that Godot 4.3 is the current version, the improvement happened? How is it going? |
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I made a quick test to check the performance of Godot using bepuphysics, it looks quite promising, here's a video of the ColosseumDemo in Godot
https://www.youtube.com/watch?v=cmoGWT5fOAc
Performance aren't as amazing as it should be but it's way better than the Unity integration, I'll post updates if I manage to make something nice out of it
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